Posted: Thu Aug 13, 2009 6:24 pm
*scratches head in puzzlement*Jester of the FoS wrote: Likewise, many classes have options and status effects [...] which make them feel very different.
But they're not really.
Welcome, friends, to our establishment.
http://fraternityofshadows.com/forum/
*scratches head in puzzlement*Jester of the FoS wrote: Likewise, many classes have options and status effects [...] which make them feel very different.
But they're not really.
Exactly! ! ! I wish I have put it in so few words!brilliantlight wrote: That's an interesting way of looking at it. The way I read you is that you think 3.5 is better for roleplaying while 4th edition is better for wargaming.
Power gaming will die after gaming does.Jester of the FoS wrote:It's alive and well. Visit the WotC character optimization boards to see some disgusting combinations of gear/paragon paths/ and feats.jaer wrote:They've balanced out the power additions and, with PrCs gone, less power gaming.
What?Jester of the FoS wrote: Likewise, many classes have options and status effects other classes do not. Warlock powers tend to be single target ranged powers while sorcerers use bursts and blasts which make them feel very different.
But they're not really.
Never mind. I think you've pretty much made your stance abundantly clear.That's nice.
I would say it is even more prevelent. The NPCs are wimps, you need them to be at least a level or two higher than the party for them to be much of a challange.Jester of the FoS wrote: It's alive and well. Visit the WotC character optimization boards to see some disgusting combinations of gear/paragon paths/ and feats.
I have to comment on this point Jester, in that I disagree with you here. In 4E, they removed all the monster resistances; you can attack the Tarrasque now with a regular sword (although with a general resistance to all damage, you probably won't hurt it much, but you still can).Jester of the FoS wrote:But you still NEED the magic gear, which is even more essential to your character. Heck, at first level 4/5ths of the party get a magic weapon or armour and as early as level 2 someone gets a +2 item.
Like domination effects not being in the first PHB because they're being saved for psionics. Or necromancy and illusions initially held back as well for a possible shadow power source.Igor the Henchman wrote:*scratches head in puzzlement*Jester of the FoS wrote: Likewise, many classes have options and status effects [...] which make them feel very different.
But they're not really.
Except that fighting the tarrasque without gear means you're essentially working with a -6 to attacks and similar penalties to defences (much higher to AC). You're not going to hit. At least not on anything below an 18.Mortavius wrote:I have to comment on this point Jester, in that I disagree with you here. In 4E, they removed all the monster resistances; you can attack the Tarrasque now with a regular sword (although with a general resistance to all damage, you probably won't hurt it much, but you still can).Jester of the FoS wrote:But you still NEED the magic gear, which is even more essential to your character. Heck, at first level 4/5ths of the party get a magic weapon or armour and as early as level 2 someone gets a +2 item.
While I can't disagree with you Jester, can I ask you then, what was so different in previous editions to this? Fighters are the worst example, being that they tended to "attack" each round and that was it. Spellcasters got more varied, but if you break it down, it was just one attacking spell after another, with a defensive spell thrown in and healing as needed. It's not like much has changed, to my thinking.Jester of the FoS wrote:It makes some classes feel special since they're doing slightly things (for now). But it tends to be once per day (every couple fights) and then only for a round or two. The rest of the time you just make a standard attack and deal damage just like everyone else.
Again, very true, and I alluded to this before with my comment on not doing much damage. But if you compare this to previous editions, where you had NO chance of doing ANY damage to a Tarrasque without a magic weapon, it would seem that in 4E, if you can do SOME damage to tha Tarrasque, even 1 HP worth, that points to magic items not being as essential as you were implying.Jester of the FoS wrote:Except that fighting the tarrasque without gear means you're essentially working with a -6 to attacks and similar penalties to defences (much higher to AC). You're not going to hit. At least not on anything below an 18.
And if you do hit, you lose the very, very sizable crit bonus.
I don't see the Warlock defenses being any better than some of the other classes (*cough* Paladin *cough*). And you'll just have to trust me, when I was hitting the Warlock character 75% or more of the time with attacks, whether they were melee or ranged (and a lot of monsters have ranged attacks now it seems), that character was feeling the sting of not having magical defenses. But my basic point is, he didn't die.Jester of the FoS wrote:The warlock you gave is a bad example. It only needed a magic implement (which it had). Warlock defences are quite good and they attack from a distance. And it was at the heroic tier where the non-magic penalty is the least noticeable.
I find it to be more magic heavy, but that magic is the big 3. You absolutely must have those, especially at high levels.Mortavius wrote:I also agree with you that 4E may very well be very magic item heavy. I haven't crunched the numbers on that and compared them with any previous editions. My main point was that the designers wanted to make the magic items in 4E not as integral to the character (i.e. if you didn't have item "x" you were screwed), and I have found from experience that is true. Though having item "x" sure does help.
I have no problems with fighters having "powers". I just find them having the exact same number and recharge mechanic as each and every other class in the game, frankly, lazy. Lazy, needless, and another sacrifice to the endlessly ravenous god Baal'ance.Mortavius wrote:While I can't disagree with you Jester, can I ask you then, what was so different in previous editions to this? Fighters are the worst example, being that they tended to "attack" each round and that was it. Spellcasters got more varied, but if you break it down, it was just one attacking spell after another, with a defensive spell thrown in and healing as needed. It's not like much has changed, to my thinking.
It sounds like your complaint has more to do with D&D overall than 4E in particular.
See, I like that. If you're unprepared for a fight you should be ineffectual. If you don't have any silver and you're facing a werewolf it should be hard and not just a case of doing 5 damage or the fight lasting an extra 2 or 3 rounds.Mortavius wrote:Again, very true, and I alluded to this before with my comment on not doing much damage. But if you compare this to previous editions, where you had NO chance of doing ANY damage to a Tarrasque without a magic weapon, it would seem that in 4E, if you can do SOME damage to tha Tarrasque, even 1 HP worth, that points to magic items not being as essential as you were implying.
Pretty much. And I hate the idea of every class having 15+ levels of powers. It just eats up the pages.DocBeard wrote:So when it comes down to it, Jester, you really, really, really, really hate the recharge mechanic, is what I'm reading.
For what little it's worth, I came to this realization myself a while after the 4E release. It wasn't so much the issue that 4E was an unsatisfactory iteration of the d20 formula, as much as I'd gotten tired of the d20 formula itself and my appetites were going elsewhere.Mortavius wrote:It sounds like your complaint has more to do with D&D overall than 4E in particular.